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<blockquote data-quote="delericho" data-source="post: 5358201" data-attributes="member: 22424"><p>Broadly speaking, you have three options here, any of which can work. Pick one and go with it.</p><p></p><p>1) Just live with it. The players were creative; they should gain the rewards of their skill.</p><p></p><p>2) For the next little while, reduce the amount of treasure they gain, until the problem corrects itself. Continue giving out treasure parcels at the normal rate... but each parcel should be worth a little less than would be expected. If the party want the items, they need to spend their ill-gotten gold on them.</p><p></p><p>3) Speak to the players directly. "Guys, your characters have too much money. Any chance you could be persuaded to donate it to a temple/support a local lord/otherwise get rid of it?"</p><p></p><p>I'd probably go with #2, personally.</p><p></p><p></p><p></p><p>"You know how I told you magic items would be a rarity in this campaign? <em>That's</em> why you're not getting any!"</p><p></p><p></p><p></p><p>The player is technically correct, per the RAW. However, it's a valid House Rule.</p><p></p><p>Did you tell your players up-front that you were applying this as a House Rule? If you didn't, you should have.</p><p></p><p>What you should do now is explain to all of your players that this is the way you're going to be running it, and then ask the one in question to roll his skill check. If it continues to be an issue, then it's a "problem player" issue rather than a "rules mastery" issue.</p><p></p><p>(Personally, I disagree with your interpretation - the "take 10" rules represent the general competence of a skilled character when not under pressure. The rule also saves <em>a lot</em> of time rolling for trivial tasks. However, it's <em>your</em> game, and if you don't like the rule then you certainly can change it. But you should be informing the players.)</p><p></p><p></p><p></p><p>I try to end the session at a good stopping point, but don't force it. We pick up where we left off - so they don't get a 'free' Extended Rest.</p><p></p><p></p><p></p><p>Depends on the game. For the most part, I don't have the players track any amount of money less than the gold piece, mundane ammunition, food and drink, tavern costs, general upkeep, or anything like that. We don't even track encumberance.</p><p></p><p>(Two reasons: Firstly, I can't be bothered with minutae; that's not why we play the game. Secondly, if I were to have them micromanage such things, they would be sure to immediately find ways around any of these things - by carrying many bags of holding, endless rations, absurd amounts of ammo, and so on.)</p><p></p><p>However, if one or more of these is going to be significant to the campaign then it does get tracked. For example, if I were running a low-level Dark Sun game, where getting lost in the desert was both a significant risk and a deadly threat, you can bet I would have them track water supplies closely.</p><p></p><p></p><p></p><p>I don't use individual XP awards, ever. I also don't give out specific roleplaying awards. At the end of the session, all PCs get some sort of XP award (whether the player, or even the character was present). The nature of that award depends very much on the game, though.</p><p></p><p>IMO, good roleplaying is its own reward, and there's nothing to be gained by having a character fall behind because the player couldn't make it or had an off night. YMMV, of course.</p><p></p><p></p><p></p><p>Carefully. With my group, there's a very fine line between "impossible odds" and "pushover". If I applied optimum tactics, it's likely we'd have a TPK every other session.</p><p></p><p>Beyond that, I can't really answer; the issue is too situational for me to get in to specifics.</p></blockquote><p></p>
[QUOTE="delericho, post: 5358201, member: 22424"] Broadly speaking, you have three options here, any of which can work. Pick one and go with it. 1) Just live with it. The players were creative; they should gain the rewards of their skill. 2) For the next little while, reduce the amount of treasure they gain, until the problem corrects itself. Continue giving out treasure parcels at the normal rate... but each parcel should be worth a little less than would be expected. If the party want the items, they need to spend their ill-gotten gold on them. 3) Speak to the players directly. "Guys, your characters have too much money. Any chance you could be persuaded to donate it to a temple/support a local lord/otherwise get rid of it?" I'd probably go with #2, personally. "You know how I told you magic items would be a rarity in this campaign? [i]That's[/i] why you're not getting any!" The player is technically correct, per the RAW. However, it's a valid House Rule. Did you tell your players up-front that you were applying this as a House Rule? If you didn't, you should have. What you should do now is explain to all of your players that this is the way you're going to be running it, and then ask the one in question to roll his skill check. If it continues to be an issue, then it's a "problem player" issue rather than a "rules mastery" issue. (Personally, I disagree with your interpretation - the "take 10" rules represent the general competence of a skilled character when not under pressure. The rule also saves [i]a lot[/i] of time rolling for trivial tasks. However, it's [i]your[/i] game, and if you don't like the rule then you certainly can change it. But you should be informing the players.) I try to end the session at a good stopping point, but don't force it. We pick up where we left off - so they don't get a 'free' Extended Rest. Depends on the game. For the most part, I don't have the players track any amount of money less than the gold piece, mundane ammunition, food and drink, tavern costs, general upkeep, or anything like that. We don't even track encumberance. (Two reasons: Firstly, I can't be bothered with minutae; that's not why we play the game. Secondly, if I were to have them micromanage such things, they would be sure to immediately find ways around any of these things - by carrying many bags of holding, endless rations, absurd amounts of ammo, and so on.) However, if one or more of these is going to be significant to the campaign then it does get tracked. For example, if I were running a low-level Dark Sun game, where getting lost in the desert was both a significant risk and a deadly threat, you can bet I would have them track water supplies closely. I don't use individual XP awards, ever. I also don't give out specific roleplaying awards. At the end of the session, all PCs get some sort of XP award (whether the player, or even the character was present). The nature of that award depends very much on the game, though. IMO, good roleplaying is its own reward, and there's nothing to be gained by having a character fall behind because the player couldn't make it or had an off night. YMMV, of course. Carefully. With my group, there's a very fine line between "impossible odds" and "pushover". If I applied optimum tactics, it's likely we'd have a TPK every other session. Beyond that, I can't really answer; the issue is too situational for me to get in to specifics. [/QUOTE]
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